
<!DOCTYPE html>
<html>
<head>
	<meta charset="UTF-8">
	<title>Penyolongan Corp</title>
    <style>
	body {
		padding:0;
		margin:0;
		overflow:hidden;
		height: 600px;
	}
	canvas {
		padding:0;
		margin:0;
	}
	div.btnbg {
		position:fixed;
		left:0;
		top:0;
	}
</style>
<script>
	var Vector3 = {};
	var Matrix44 = {};
	Vector3.create = function(x, y, z) {
		return {'x':x, 'y':y, 'z':z};
	};
	Vector3.dot = function (v0, v1) {
		return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
	};
	Vector3.cross = function (v, v0, v1) {
		v.x = v0.y * v1.z - v0.z * v1.y;
		v.y = v0.z * v1.x - v0.x * v1.z;
		v.z = v0.x * v1.y - v0.y * v1.x;
	};
	Vector3.normalize = function (v) {
		var l = v.x * v.x + v.y * v.y + v.z * v.z;
		if(l > 0.00001) {
			l = 1.0 / Math.sqrt(l);
			v.x *= l;
			v.y *= l;
			v.z *= l;
		}
	};
	Vector3.arrayForm = function(v) {
		if(v.array) {
			v.array[0] = v.x;
			v.array[1] = v.y;
			v.array[2] = v.z;
		}
		else {
			v.array = new Float32Array([v.x, v.y, v.z]);
		}
		return v.array;
	};
	Matrix44.createIdentity = function () {
		return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);
	};
	Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {
		var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;
		var w = h * aspect;
		
		m[0] = 2.0 * near / w;
		m[1] = 0.0;
		m[2] = 0.0;
		m[3] = 0.0;
		
		m[4] = 0.0;
		m[5] = 2.0 * near / h;
		m[6] = 0.0;
		m[7] = 0.0;
		
		m[8] = 0.0;
		m[9] = 0.0;
		m[10] = -(far + near) / (far - near);
		m[11] = -1.0;
		
		m[12] = 0.0;
		m[13] = 0.0;
		m[14] = -2.0 * far * near / (far - near);
		m[15] = 0.0;
	};
	Matrix44.loadLookAt = function (m, vpos, vlook, vup) {
		var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
		Vector3.normalize(frontv);
		var sidev = Vector3.create(1.0, 0.0, 0.0);
		Vector3.cross(sidev, vup, frontv);
		Vector3.normalize(sidev);
		var topv = Vector3.create(1.0, 0.0, 0.0);
		Vector3.cross(topv, frontv, sidev);
		Vector3.normalize(topv);
		
		m[0] = sidev.x;
		m[1] = topv.x;
		m[2] = frontv.x;
		m[3] = 0.0;
		
		m[4] = sidev.y;
		m[5] = topv.y;
		m[6] = frontv.y;
		m[7] = 0.0;
		
		m[8] = sidev.z;
		m[9] = topv.z;
		m[10] = frontv.z;
		m[11] = 0.0;
		
		m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
		m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
		m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
		m[15] = 1.0;
	};
	
	//
	var timeInfo = {
		'start':0, 'prev':0, // Date
		'delta':0, 'elapsed':0 // Number(sec)
	};
	
	//
	var gl;
	var renderSpec = {
		'width':0,
		'height':0,
		'aspect':1,
		'array':new Float32Array(3),
		'halfWidth':0,
		'halfHeight':0,
		'halfArray':new Float32Array(3)
		// and some render targets. see setViewport()
	};
	renderSpec.setSize = function(w, h) {
		renderSpec.width = w;
		renderSpec.height = h;
		renderSpec.aspect = renderSpec.width / renderSpec.height;
		renderSpec.array[0] = renderSpec.width;
		renderSpec.array[1] = renderSpec.height;
		renderSpec.array[2] = renderSpec.aspect;
		
		renderSpec.halfWidth = Math.floor(w / 2);
		renderSpec.halfHeight = Math.floor(h / 2);
		renderSpec.halfArray[0] = renderSpec.halfWidth;
		renderSpec.halfArray[1] = renderSpec.halfHeight;
		renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
	};
	
	function deleteRenderTarget(rt) {
		gl.deleteFramebuffer(rt.frameBuffer);
		gl.deleteRenderbuffer(rt.renderBuffer);
		gl.deleteTexture(rt.texture);
	}
	
	function createRenderTarget(w, h) {
		var ret = {
			'width':w,
			'height':h,
			'sizeArray':new Float32Array([w, h, w / h]),
			'dtxArray':new Float32Array([1.0 / w, 1.0 / h])
		};
		ret.frameBuffer = gl.createFramebuffer();
		ret.renderBuffer = gl.createRenderbuffer();
		ret.texture = gl.createTexture();
		
		gl.bindTexture(gl.TEXTURE_2D, ret.texture);
		gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
		
		gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
		gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);
		
		gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
		gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
		gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);
		
		gl.bindTexture(gl.TEXTURE_2D, null);
		gl.bindRenderbuffer(gl.RENDERBUFFER, null);
		gl.bindFramebuffer(gl.FRAMEBUFFER, null);
		
		return ret;
	}
	
	function compileShader(shtype, shsrc) {
		var retsh = gl.createShader(shtype);
		
		gl.shaderSource(retsh, shsrc);
		gl.compileShader(retsh);
		
		if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
			var errlog = gl.getShaderInfoLog(retsh);
			gl.deleteShader(retsh);
			console.error(errlog);
			return null;
		}
		return retsh;
	}
	
	function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
		var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
		var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);
		
		if(vsh == null || fsh == null) {
			return null;
		}
		
		var prog = gl.createProgram();
		gl.attachShader(prog, vsh);
		gl.attachShader(prog, fsh);
		
		gl.deleteShader(vsh);
		gl.deleteShader(fsh);
		
		gl.linkProgram(prog);
		if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
			var errlog = gl.getProgramInfoLog(prog);
			console.error(errlog);
			return null;
		}
		
		if(uniformlist) {
			prog.uniforms = {};
			for(var i = 0; i < uniformlist.length; i++) {
				prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);
			}
		}
		
		if(attrlist) {
			prog.attributes = {};
			for(var i = 0; i < attrlist.length; i++) {
				var attr = attrlist[i];
				prog.attributes[attr] = gl.getAttribLocation(prog, attr);
			}
		}
		
		return prog;
	}
	
	function useShader(prog) {
		gl.useProgram(prog);
		for(var attr in prog.attributes) {
			gl.enableVertexAttribArray(prog.attributes[attr]);;
		}
	}
	
	function unuseShader(prog) {
		for(var attr in prog.attributes) {
			gl.disableVertexAttribArray(prog.attributes[attr]);;
		}
		gl.useProgram(null);
	}
	
	/////
	var projection = {
		'angle':60,
		'nearfar':new Float32Array([0.1, 100.0]),
		'matrix':Matrix44.createIdentity()
	};
	var camera = {
		'position':Vector3.create(0, 0, 100),
		'lookat':Vector3.create(0, 0, 0),
		'up':Vector3.create(0, 1, 0),
		'dof':Vector3.create(10.0, 4.0, 8.0),
		'matrix':Matrix44.createIdentity()
	};
	
	var pointFlower = {};
	var meshFlower = {};
	var sceneStandBy = false;
	
	var BlossomParticle = function () {
		this.velocity = new Array(3);
		this.rotation = new Array(3);
		this.position = new Array(3);
		this.euler = new Array(3);
		this.size = 1.0;
		this.alpha = 1.0;
		this.zkey = 0.0;
	};
	
	BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {
		this.velocity[0] = vx;
		this.velocity[1] = vy;
		this.velocity[2] = vz;
	};
	
	BlossomParticle.prototype.setRotation = function (rx, ry, rz) {
		this.rotation[0] = rx;
		this.rotation[1] = ry;
		this.rotation[2] = rz;
	};
	
	BlossomParticle.prototype.setPosition = function (nx, ny, nz) {
		this.position[0] = nx;
		this.position[1] = ny;
		this.position[2] = nz;
	};
	
	BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {
		this.euler[0] = rx;
		this.euler[1] = ry;
		this.euler[2] = rz;
	};
	
	BlossomParticle.prototype.setSize = function (s) {
		this.size = s;
	};
	
	BlossomParticle.prototype.update = function (dt, et) {
		this.position[0] += this.velocity[0] * dt;
		this.position[1] += this.velocity[1] * dt;
		this.position[2] += this.velocity[2] * dt;
		
		this.euler[0] += this.rotation[0] * dt;
		this.euler[1] += this.rotation[1] * dt;
		this.euler[2] += this.rotation[2] * dt;
	};
	
	function createPointFlowers() {
		// get point sizes
		var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
		renderSpec.pointSize = {'min':prm[0], 'max':prm[1]};
		
		var vtxsrc = document.getElementById("sakura_point_vsh").textContent;
		var frgsrc = document.getElementById("sakura_point_fsh").textContent;
		
		pointFlower.program = createShader(
			vtxsrc, frgsrc,
			['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
			['aPosition', 'aEuler', 'aMisc']
		);
		
		useShader(pointFlower.program);
		pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
		pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);
		
		// paramerters: velocity[3], rotate[3]
		pointFlower.numFlowers = 1600;
		pointFlower.particles = new Array(pointFlower.numFlowers);
		// vertex attributes {position[3], euler_xyz[3], size[1]}
		pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
		pointFlower.positionArrayOffset = 0;
		pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
		pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;
		
		pointFlower.buffer = gl.createBuffer();
		gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
		gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
		gl.bindBuffer(gl.ARRAY_BUFFER, null);
		
		unuseShader(pointFlower.program);
		
		for(var i = 0; i < pointFlower.numFlowers; i++) {
			pointFlower.particles[i] = new BlossomParticle();
		}
	}
	
	function initPointFlowers() {
		//area
		pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
		pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;
		
		pointFlower.fader.x = 10.0; //env fade start
		pointFlower.fader.y = pointFlower.area.z; //env fade half
		pointFlower.fader.z = 0.1;  //near fade start
		
		//particles
		var PI2 = Math.PI * 2.0;
		var tmpv3 = Vector3.create(0, 0, 0);
		var tmpv = 0;
		var symmetryrand = function() {return (Math.random() * 2.0 - 1.0);};
		for(var i = 0; i < pointFlower.numFlowers; i++) {
			var tmpprtcl = pointFlower.particles[i];
			
			//velocity
			tmpv3.x = symmetryrand() * 0.3 + 0.8;
			tmpv3.y = symmetryrand() * 0.2 - 1.0;
			tmpv3.z = symmetryrand() * 0.3 + 0.5;
			Vector3.normalize(tmpv3);
			tmpv = 2.0 + Math.random() * 1.0;
			tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);
			
			//rotation
			tmpprtcl.setRotation(
				symmetryrand() * PI2 * 0.5,
				symmetryrand() * PI2 * 0.5,
				symmetryrand() * PI2 * 0.5
			);
			
			//position
			tmpprtcl.setPosition(
				symmetryrand() * pointFlower.area.x,
				symmetryrand() * pointFlower.area.y,
				symmetryrand() * pointFlower.area.z
			);
			
			//euler
			tmpprtcl.setEulerAngles(
				Math.random() * Math.PI * 2.0,
				Math.random() * Math.PI * 2.0,
				Math.random() * Math.PI * 2.0
			);
			
			//size
			tmpprtcl.setSize(0.9 + Math.random() * 0.1);
		}
	}
	
	function renderPointFlowers() {
		//update
		var PI2 = Math.PI * 2.0;
		var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
		var repeatPos = function (prt, cmp, limit) {
			if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
				//out of area
				if(prt.position[cmp] > 0) {
					prt.position[cmp] -= limit * 2.0;
				}
				else {
					prt.position[cmp] += limit * 2.0;
				}
			}
		};
		var repeatEuler = function (prt, cmp) {
			prt.euler[cmp] = prt.euler[cmp] % PI2;
			if(prt.euler[cmp] < 0.0) {
				prt.euler[cmp] += PI2;
			}
		};
		
		for(var i = 0; i < pointFlower.numFlowers; i++) {
			var prtcl = pointFlower.particles[i];
			prtcl.update(timeInfo.delta, timeInfo.elapsed);
			repeatPos(prtcl, 0, pointFlower.area.x);
			repeatPos(prtcl, 1, pointFlower.area.y);
			repeatPos(prtcl, 2, pointFlower.area.z);
			repeatEuler(prtcl, 0);
			repeatEuler(prtcl, 1);
			repeatEuler(prtcl, 2);
			
			prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;
			
			prtcl.zkey = (camera.matrix[2] * prtcl.position[0]
						+ camera.matrix[6] * prtcl.position[1]
						+ camera.matrix[10] * prtcl.position[2]
						+ camera.matrix[14]);
		}
		
		// sort
		pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});
		
		// update data
		var ipos = pointFlower.positionArrayOffset;
		var ieuler = pointFlower.eulerArrayOffset;
		var imisc = pointFlower.miscArrayOffset;
		for(var i = 0; i < pointFlower.numFlowers; i++) {
			var prtcl = pointFlower.particles[i];
			pointFlower.dataArray[ipos] = prtcl.position[0];
			pointFlower.dataArray[ipos + 1] = prtcl.position[1];
			pointFlower.dataArray[ipos + 2] = prtcl.position[2];
			ipos += 3;
			pointFlower.dataArray[ieuler] = prtcl.euler[0];
			pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
			pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
			ieuler += 3;
			pointFlower.dataArray[imisc] = prtcl.size;
			pointFlower.dataArray[imisc + 1] = prtcl.alpha;
			imisc += 2;
		}
		
		//draw
		gl.enable(gl.BLEND);
		//gl.disable(gl.DEPTH_TEST);
		gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
		
		var prog = pointFlower.program;
		useShader(prog);
		
		gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
		gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
		gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
		gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
		gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));
		
		gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
		gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
		
		gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);
		gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);
		gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);
		
		// doubler
		for(var i = 1; i < 2; i++) {
			var zpos = i * -2.0;
			pointFlower.offset[0] = pointFlower.area.x * -1.0;
			pointFlower.offset[1] = pointFlower.area.y * -1.0;
			pointFlower.offset[2] = pointFlower.area.z * zpos;
			gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
			gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
			
			pointFlower.offset[0] = pointFlower.area.x * -1.0;
			pointFlower.offset[1] = pointFlower.area.y *  1.0;
			pointFlower.offset[2] = pointFlower.area.z * zpos;
			gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
			gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
			
			pointFlower.offset[0] = pointFlower.area.x *  1.0;
			pointFlower.offset[1] = pointFlower.area.y * -1.0;
			pointFlower.offset[2] = pointFlower.area.z * zpos;
			gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
			gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
			
			pointFlower.offset[0] = pointFlower.area.x *  1.0;
			pointFlower.offset[1] = pointFlower.area.y *  1.0;
			pointFlower.offset[2] = pointFlower.area.z * zpos;
			gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
			gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
		}
		
		//main
		pointFlower.offset[0] = 0.0;
		pointFlower.offset[1] = 0.0;
		pointFlower.offset[2] = 0.0;
		gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
		gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
		
		gl.bindBuffer(gl.ARRAY_BUFFER, null);
		unuseShader(prog);
		
		gl.enable(gl.DEPTH_TEST);
		gl.disable(gl.BLEND);
	}
	
	// effects
	//common util
	function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
		var ret = {};
		var unifs = ['uResolution', 'uSrc', 'uDelta'];
		if(exunifs) {
			unifs = unifs.concat(exunifs);
		}
		var attrs = ['aPosition'];
		if(exattrs) {
			attrs = attrs.concat(exattrs);
		}
		
		ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
		useShader(ret.program);
		
		ret.dataArray = new Float32Array([
			-1.0, -1.0,
			 1.0, -1.0,
			-1.0,  1.0,
			 1.0,  1.0
		]);
		ret.buffer = gl.createBuffer();
		gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
		gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);
		
		gl.bindBuffer(gl.ARRAY_BUFFER, null);
		unuseShader(ret.program);
		
		return ret;
	}
	
	// basic usage
	// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
	// gl.uniform**(...); //additional uniforms
	// drawEffect()
	// unuseEffect(prog)
	// TEXTURE0 makes src
	function useEffect(fxobj, srctex) {
		var prog = fxobj.program;
		useShader(prog);
		gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
		
		if(srctex != null) {
			gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
			gl.uniform1i(prog.uniforms.uSrc, 0);
			
			gl.activeTexture(gl.TEXTURE0);
			gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
		}
	}
	function drawEffect(fxobj) {
		gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
		gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);
		gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
	}
	function unuseEffect(fxobj) {
		unuseShader(fxobj.program);
	}
	
	var effectLib = {};
	function createEffectLib() {
		
		var vtxsrc, frgsrc;
		//common
		var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;
		
		//background
		frgsrc = document.getElementById("bg_fsh").textContent;
		effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);
		
		// make brightpixels buffer
		frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
		effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
		
		// direction blur
		frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
		effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);
		
		//final composite
		vtxsrc = document.getElementById("pp_final_vsh").textContent;
		frgsrc = document.getElementById("pp_final_fsh").textContent;
		effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);
	}
	
	// background
	function createBackground() {
		//console.log("create background");
	}
	function initBackground() {
		//console.log("init background");
	}
	function renderBackground() {
		gl.disable(gl.DEPTH_TEST);
		
		useEffect(effectLib.sceneBg, null);
		gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);
		drawEffect(effectLib.sceneBg);
		unuseEffect(effectLib.sceneBg);
		
		gl.enable(gl.DEPTH_TEST);
	}
	
	// post process
	var postProcess = {};
	function createPostProcess() {
		//console.log("create post process");
	}
	function initPostProcess() {
		//console.log("init post process");
	}
	
	function renderPostProcess() {
		gl.enable(gl.TEXTURE_2D);
		gl.disable(gl.DEPTH_TEST);
		var bindRT = function (rt, isclear) {
			gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
			gl.viewport(0, 0, rt.width, rt.height);
			if(isclear) {
				gl.clearColor(0, 0, 0, 0);
				gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
			}
		};
		
		//make bright buff
		bindRT(renderSpec.wHalfRT0, true);
		useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
		drawEffect(effectLib.mkBrightBuf);
		unuseEffect(effectLib.mkBrightBuf);
		
		// make bloom
		for(var i = 0; i < 2; i++) {
			var p = 1.5 + 1 * i;
			var s = 2.0 + 1 * i;
			bindRT(renderSpec.wHalfRT1, true);
			useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
			gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);
			drawEffect(effectLib.dirBlur);
			unuseEffect(effectLib.dirBlur);
			
			bindRT(renderSpec.wHalfRT0, true);
			useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
			gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);
			drawEffect(effectLib.dirBlur);
			unuseEffect(effectLib.dirBlur);
		}
		
		//display
		gl.bindFramebuffer(gl.FRAMEBUFFER, null);
		gl.viewport(0, 0, renderSpec.width, renderSpec.height);
		gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
		
		useEffect(effectLib.finalComp, renderSpec.mainRT);
		gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
		gl.activeTexture(gl.TEXTURE1);
		gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
		drawEffect(effectLib.finalComp);
		unuseEffect(effectLib.finalComp);
		
		gl.enable(gl.DEPTH_TEST);
	}
	
	/////
	var SceneEnv = {};
	function createScene() {
		createEffectLib();
		createBackground();
		createPointFlowers();
		createPostProcess();
		sceneStandBy = true;
	}
	
	function initScene() {
		initBackground();
		initPointFlowers();
		initPostProcess();
		
		//camera.position.z = 17.320508;
		camera.position.z = pointFlower.area.z + projection.nearfar[0];
		projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;
		Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);
	}
	
	function renderScene() {
		//draw
		Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);
		
		gl.enable(gl.DEPTH_TEST);
		
		//gl.bindFramebuffer(gl.FRAMEBUFFER, null);
		gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
		gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
		gl.clearColor(0.005, 0, 0.05, 0);
		gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
		
		renderBackground();
		renderPointFlowers();
		renderPostProcess();
	}
	
	/////
	function onResize(e) {
		makeCanvasFullScreen(document.getElementById("sakura"));
		setViewports();
		if(sceneStandBy) {
			initScene();
		}
	}
	
	function setViewports() {
		renderSpec.setSize(gl.canvas.width, gl.canvas.height);
		
		gl.clearColor(0.2, 0.2, 0.5, 1.0);
		gl.viewport(0, 0, renderSpec.width, renderSpec.height);
		
		var rtfunc = function (rtname, rtw, rth) {
			var rt = renderSpec[rtname];
			if(rt) deleteRenderTarget(rt);
			renderSpec[rtname] = createRenderTarget(rtw, rth);
		};
		rtfunc('mainRT', renderSpec.width, renderSpec.height);
		rtfunc('wFullRT0', renderSpec.width, renderSpec.height);
		rtfunc('wFullRT1', renderSpec.width, renderSpec.height);
		rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);
		rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);
	}
	
	function render() {
		renderScene();
	}
	
	var animating = true;
	function toggleAnimation(elm) {
		animating ^= true;
		if(animating) animate();
		if(elm) {
			elm.innerHTML = animating? "Stop":"Start";
		}
	}
	
	function stepAnimation() {
		if(!animating) animate();
	}
	
	function animate() {
		var curdate = new Date();
		timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
		timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
		timeInfo.prev = curdate;
		
		if(animating) requestAnimationFrame(animate);
		render();
	}
	
	function makeCanvasFullScreen(canvas) {
		var b = document.body;
		var d = document.documentElement;
		fullw = Math.max(b.clientWidth , b.scrollWidth, d.scrollWidth, d.clientWidth);
		fullh = Math.max(b.clientHeight , b.scrollHeight, d.scrollHeight, d.clientHeight);
		canvas.width = fullw;
		canvas.height = fullh;
	}
	
	window.addEventListener('load', function(e) {
		var canvas = document.getElementById("sakura");
		try {
			makeCanvasFullScreen(canvas);
			gl = canvas.getContext('experimental-webgl');
		} catch(e) {
			alert("WebGL not supported." + e);
			console.error(e);
			return;
		}
		
		window.addEventListener('resize', onResize);
		
		setViewports();
		createScene();
		initScene();
		
		timeInfo.start = new Date();
		timeInfo.prev = timeInfo.start;
		animate();
	});
	
	//set window.requestAnimationFrame
	(function (w, r) {
		w['r'+r] = w['r'+r] || w['webkitR'+r] || w['mozR'+r] || w['msR'+r] || w['oR'+r] || function(c){ w.setTimeout(c, 1000 / 60); };
	})(window, 'equestAnimationFrame');
</script>
</head>
<body>
    <canvas id="sakura"></canvas>
    <div class="btnbg">
    </div>
    
    <script id="sakura_point_vsh" type="x-shader/x_vertex">
    uniform mat4 uProjection;
    uniform mat4 uModelview;
    uniform vec3 uResolution;
    uniform vec3 uOffset;
    uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
    uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
    
    attribute vec3 aPosition;
    attribute vec3 aEuler;
    attribute vec2 aMisc; //x:size, y:fade
    
    varying vec3 pposition;
    varying float psize;
    varying float palpha;
    varying float pdist;
    
    //varying mat3 rotMat;
    varying vec3 normX;
    varying vec3 normY;
    varying vec3 normZ;
    varying vec3 normal;
    
    varying float diffuse;
    varying float specular;
    varying float rstop;
    varying float distancefade;
    
    void main(void) {
        // Projection is based on vertical angle
        vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
        gl_Position = uProjection * pos;
        gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
        
        pposition = pos.xyz;
        psize = aMisc.x;
        pdist = length(pos.xyz);
        palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
        
        vec3 elrsn = sin(aEuler);
        vec3 elrcs = cos(aEuler);
        mat3 rotx = mat3(
            1.0, 0.0, 0.0,
            0.0, elrcs.x, elrsn.x,
            0.0, -elrsn.x, elrcs.x
        );
        mat3 roty = mat3(
            elrcs.y, 0.0, -elrsn.y,
            0.0, 1.0, 0.0,
            elrsn.y, 0.0, elrcs.y
        );
        mat3 rotz = mat3(
            elrcs.z, elrsn.z, 0.0, 
            -elrsn.z, elrcs.z, 0.0,
            0.0, 0.0, 1.0
        );
        mat3 rotmat = rotx * roty * rotz;
        normal = rotmat[2];
        
        mat3 trrotm = mat3(
            rotmat[0][0], rotmat[1][0], rotmat[2][0],
            rotmat[0][1], rotmat[1][1], rotmat[2][1],
            rotmat[0][2], rotmat[1][2], rotmat[2][2]
        );
        normX = trrotm[0];
        normY = trrotm[1];
        normZ = trrotm[2];
        
        const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
        
        float tmpdfs = dot(lit, normal);
        if(tmpdfs < 0.0) {
            normal = -normal;
            tmpdfs = dot(lit, normal);
        }
        diffuse = 0.4 + tmpdfs;
        
        vec3 eyev = normalize(-pos.xyz);
        if(dot(eyev, normal) > 0.0) {
            vec3 hv = normalize(eyev + lit);
            specular = pow(max(dot(hv, normal), 0.0), 20.0);
        }
        else {
            specular = 0.0;
        }
        
        rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
        rstop = pow(rstop, 0.5);
        //-0.69315 = ln(0.5)
        distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
    }
    </script>
    <script id="sakura_point_fsh" type="x-shader/x_fragment">
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif
    
    uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
    uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
    
    const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
    
    varying vec3 pposition;
    varying float psize;
    varying float palpha;
    varying float pdist;
    
    //varying mat3 rotMat;
    varying vec3 normX;
    varying vec3 normY;
    varying vec3 normZ;
    varying vec3 normal;
    
    varying float diffuse;
    varying float specular;
    varying float rstop;
    varying float distancefade;
    
    float ellipse(vec2 p, vec2 o, vec2 r) {
        vec2 lp = (p - o) / r;
        return length(lp) - 1.0;
    }
    
    void main(void) {
        vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
        vec3 d = vec3(0.0, 0.0, -1.0);
        float nd = normZ.z; //dot(-normZ, d);
        if(abs(nd) < 0.0001) discard;
        
        float np = dot(normZ, p);
        vec3 tp = p + d * np / nd;
        vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
        
        //angle = 15 degree
        const float flwrsn = 0.258819045102521;
        const float flwrcs = 0.965925826289068;
        mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
        vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
        
        float r;
        if(flwrp.x < 0.0) {
            r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
        }
        else {
            r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
        }
        
        if(r > rstop) discard;
        
        vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
        float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
        col *= vec3(1.0, grady, grady);
        col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
        col = col * diffuse + specular;
        
        col = mix(fadeCol, col, distancefade);
        
        float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
        alpha = smoothstep(0.0, 1.0, alpha) * palpha;
        
        gl_FragColor = vec4(col * 0.5, alpha);
    }
    </script>
    <!-- effects -->
    <script id="fx_common_vsh" type="x-shader/x_vertex">
    uniform vec3 uResolution;
    attribute vec2 aPosition;
    
    varying vec2 texCoord;
    varying vec2 screenCoord;
    
    void main(void) {
        gl_Position = vec4(aPosition, 0.0, 1.0);
        texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
        screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
    }
    </script>
    <script id="bg_fsh" type="x-shader/x_fragment">
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif
    
    uniform vec2 uTimes;
    
    varying vec2 texCoord;
    varying vec2 screenCoord;
    
    void main(void) {
        vec3 col;
        float c;
        vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
        c = exp(-pow(length(tmpv) * 1.8, 2.0));
        col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
        gl_FragColor = vec4(col * 0.5, 1.0);
    }
    </script>
    <script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif
    uniform sampler2D uSrc;
    uniform vec2 uDelta;
    
    varying vec2 texCoord;
    varying vec2 screenCoord;
    
    void main(void) {
        vec4 col = texture2D(uSrc, texCoord);
        gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
    }
    </script>
    <script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif
    uniform sampler2D uSrc;
    uniform vec2 uDelta;
    uniform vec4 uBlurDir; //dir(x, y), stride(z, w)
    
    varying vec2 texCoord;
    varying vec2 screenCoord;
    
    void main(void) {
        vec4 col = texture2D(uSrc, texCoord);
        col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
        col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
        col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
        col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
        gl_FragColor = col / 5.0;
    }
    </script>
    <!-- effect fragment shader template -->
    <script id="fx_common_fsh" type="x-shader/x_fragment">
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif
    uniform sampler2D uSrc;
    uniform vec2 uDelta;
    
    varying vec2 texCoord;
    varying vec2 screenCoord;
    
    void main(void) {
        gl_FragColor = texture2D(uSrc, texCoord);
    }
    </script>
    <!-- post processing -->
    <script id="pp_final_vsh" type="x-shader/x_vertex">
    uniform vec3 uResolution;
    attribute vec2 aPosition;
    varying vec2 texCoord;
    varying vec2 screenCoord;
    void main(void) {
        gl_Position = vec4(aPosition, 0.0, 1.0);
        texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
        screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
    }
    </script>
    <script id="pp_final_fsh" type="x-shader/x_fragment">
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif
    uniform sampler2D uSrc;
    uniform sampler2D uBloom;
    uniform vec2 uDelta;
    varying vec2 texCoord;
    varying vec2 screenCoord;
    void main(void) {
        vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
        vec4 bloomcol = texture2D(uBloom, texCoord);
        vec4 col;
        col = srccol + bloomcol * (vec4(1.0) + srccol);
        col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
        col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
        
        gl_FragColor = vec4(col.rgb, 1.0);
        gl_FragColor.a = 1.0;
    }
    </script>
	<div id="logo" style="font-size:128px; z-index:999;position: absolute; top: 35%; left: 28%; color:#FFCEE7;text-shadow:0px 0px 0 rgb(231,231,231),-1px 0px 0 rgb(216,216,216),-2px 0px 0 rgb(202,202,202),-3px 0px 0 rgb(187,187,187),-4px 0px 0 rgb(173,173,173),-5px 0px 0 rgb(158,158,158), -6px 0px 0 rgb(144,144,144),-7px 0px 6px rgba(0,0,0,0.6),-7px 0px 1px rgba(0,0,0,0.5),0px 0px 6px rgba(0,0,0,.2);}">Penyolongan Corp</div>
</body>
</html>
